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Suitable Rewards for Successfully Saving the World?
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<blockquote data-quote="pukunui" data-source="post: 7494435" data-attributes="member: 54629"><p>Hi all,</p><p></p><p>Last night my group successfully completed <em>Tomb of Annihilation</em>, destroying the Soulmonger and ending the death curse. Two of the PCs died but only temporarily, so they are all now able to enjoy the fruits of their labors.</p><p></p><p>This is the party as it stands at 11th level:</p><p></p><p>1) An Illuskan human paladin (vengeance) / sorcerer (white dragon), who is a disgraced noble</p><p>2) A Chultan human barbarian (ancestral guardians) who's been cursed with goat-like features</p><p>3) A half-drow cleric (life) of Eilistraee, who is actually a clone of the original character</p><p>4) A moon elf rogue (swashbuckler) / fighter (champion), who is an archaeologist</p><p>5) A moon elf wizard (evoker), who just completed his life's quest by finding the hidden library in the Tomb of the Nine Gods</p><p>6) An eladrin fighter (champion) who spent several centuries trapped in a magical mural</p><p></p><p></p><p>The book talks about having the wealthy and influential from around Faerûn grant the PCs special favors and parcels of land and the like. That said, I'm not sure how widespread knowledge of the death curse would have been. It mostly would have affected the wealthy and influential (those who can afford to be raised from the dead), and I imagine they would have wanted to keep it quiet for the most part, lest the common folks get any ideas. I can see some wealthy and influential types wanting to reward the PCs handsomely, both in thanks for their help and to buy their silence, as it were. These same wealthy and influential types might also come to expect more great things from the PCs, which leads to further adventures.</p><p></p><p></p><p>Here's what I'm thinking so far in terms of suitable rewards:</p><p></p><p><strong>PC #1:</strong> She could be given a parcel of land by her family in an attempt to get her back on the straight and narrow. As I am going to run <em>Against the Giants</em> next, this parcel of land could come with the caveat that it is currently under threat by hill giants ...</p><p></p><p>This PC's player did a fantastic job roleplaying her being inhabited by Kubazan, complete with radical personality change from cautious defender-type to bold, fearless striker. It paid off in spades, and my player actually thanked me for helping him realize his character's full potential. As directed by the adventure, I said Kubazan's <em>bracers of archery</em> didn't crumble into dust as a result ... however, the bracers aren't all that useful to the character (or anyone else in the party really), so I'm thinking of maybe having Kubazan give her a supernatural gift instead.</p><p></p><p>Since he's not technically a god, I'm not sure if a blessing would be appropriate, but I'm not sure a charm would be either. So I'm not too sure how to proceed here.</p><p></p><p><strong>PC #2:</strong> This PC's player also did a fantastic job roleplaying a radical personality shift. The bold and fearless barbarian almost paralyzed by fear induced by the super-cautious and OSH-sensitive Obo'laka. However, a different PC was using Obo'laka's <em>ring of protection</em>. Perhaps I should have Obo'laka give the barbarian a Blessing of Protection instead.</p><p></p><p><strong>PC #3:</strong> This PC is a clone, brought in after the original was petrified in the tomb. In the later stages of the tomb, she was inhabited by Papazotl's spirit, which made her even more bossy than she had been before. She is wearing Papazotl's <em>amulet of health</em>, so I suppose I could let her keep it. I am also thinking of having her deity, Eilistraee, give her a Blessing of Understanding.</p><p></p><p><strong>PC #4:</strong> This PC finished the tomb with Nangnang's spirit, which against just exaggerated traits his PC already had, rather than bringing about a radical personality shift. The player did have his PC hold on to Nangnang's <em>pearl of power</em> even though it was mostly useless for him (he can't cast spells but he could still benefit from the poison resistance property). Should I reward him for that or not? And what other reward might I give him?</p><p></p><p><strong>PC #5:</strong> This PC's player missed a lot of the tomb sessions, so his PC spent a huge chunk of the mission just sitting in a corner studying his spellbook. He never got a trickster god of his own. I don't want to punish the player for not being able to make it to many of the sessions, though. At the very least, he should get something from the wealthy and influential people who are grateful for his assistance in preventing more of them from wasting away and dying. Perhaps I could say that he managed to steal something nice from under the arcanaloth's nose when he left Acererak's hidden library.</p><p></p><p><strong>PC #6:</strong> This PC has very little connection to Faerûn, since he comes from the Feywild and was trapped in stasis in the tomb for several centuries. The PC was inhabited by multiple trickster gods (I'jin to start with and then Unkh later on), and the player did a good job roleplaying both. When he was inhabited by I'jin, he would wander off and do random things. When he was inhabited by Unkh, he became paralyzed by indecision. He missed out on the last session, but that's no reason not to reward this PC in some fashion as well.</p><p></p><p></p><p>I would now like to open the floor for comments, questions, and suggestions. As you can see, I have some good ideas for some of the PCs but others I'm not so sure about. I welcome your ideas!</p><p></p><p>Cheers,</p><p>Jonathan</p><p></p><p></p><p>p.s. I wonder if maybe offers of membership in various factions might be in order as well.</p></blockquote><p></p>
[QUOTE="pukunui, post: 7494435, member: 54629"] Hi all, Last night my group successfully completed [I]Tomb of Annihilation[/I], destroying the Soulmonger and ending the death curse. Two of the PCs died but only temporarily, so they are all now able to enjoy the fruits of their labors. This is the party as it stands at 11th level: 1) An Illuskan human paladin (vengeance) / sorcerer (white dragon), who is a disgraced noble 2) A Chultan human barbarian (ancestral guardians) who's been cursed with goat-like features 3) A half-drow cleric (life) of Eilistraee, who is actually a clone of the original character 4) A moon elf rogue (swashbuckler) / fighter (champion), who is an archaeologist 5) A moon elf wizard (evoker), who just completed his life's quest by finding the hidden library in the Tomb of the Nine Gods 6) An eladrin fighter (champion) who spent several centuries trapped in a magical mural The book talks about having the wealthy and influential from around Faerûn grant the PCs special favors and parcels of land and the like. That said, I'm not sure how widespread knowledge of the death curse would have been. It mostly would have affected the wealthy and influential (those who can afford to be raised from the dead), and I imagine they would have wanted to keep it quiet for the most part, lest the common folks get any ideas. I can see some wealthy and influential types wanting to reward the PCs handsomely, both in thanks for their help and to buy their silence, as it were. These same wealthy and influential types might also come to expect more great things from the PCs, which leads to further adventures. Here's what I'm thinking so far in terms of suitable rewards: [B]PC #1:[/B] She could be given a parcel of land by her family in an attempt to get her back on the straight and narrow. As I am going to run [I]Against the Giants[/I] next, this parcel of land could come with the caveat that it is currently under threat by hill giants ... This PC's player did a fantastic job roleplaying her being inhabited by Kubazan, complete with radical personality change from cautious defender-type to bold, fearless striker. It paid off in spades, and my player actually thanked me for helping him realize his character's full potential. As directed by the adventure, I said Kubazan's [I]bracers of archery[/I] didn't crumble into dust as a result ... however, the bracers aren't all that useful to the character (or anyone else in the party really), so I'm thinking of maybe having Kubazan give her a supernatural gift instead. Since he's not technically a god, I'm not sure if a blessing would be appropriate, but I'm not sure a charm would be either. So I'm not too sure how to proceed here. [B]PC #2:[/B] This PC's player also did a fantastic job roleplaying a radical personality shift. The bold and fearless barbarian almost paralyzed by fear induced by the super-cautious and OSH-sensitive Obo'laka. However, a different PC was using Obo'laka's [I]ring of protection[/I]. Perhaps I should have Obo'laka give the barbarian a Blessing of Protection instead. [B]PC #3:[/B] This PC is a clone, brought in after the original was petrified in the tomb. In the later stages of the tomb, she was inhabited by Papazotl's spirit, which made her even more bossy than she had been before. She is wearing Papazotl's [I]amulet of health[/I], so I suppose I could let her keep it. I am also thinking of having her deity, Eilistraee, give her a Blessing of Understanding. [B]PC #4:[/B] This PC finished the tomb with Nangnang's spirit, which against just exaggerated traits his PC already had, rather than bringing about a radical personality shift. The player did have his PC hold on to Nangnang's [I]pearl of power[/I] even though it was mostly useless for him (he can't cast spells but he could still benefit from the poison resistance property). Should I reward him for that or not? And what other reward might I give him? [B]PC #5:[/B] This PC's player missed a lot of the tomb sessions, so his PC spent a huge chunk of the mission just sitting in a corner studying his spellbook. He never got a trickster god of his own. I don't want to punish the player for not being able to make it to many of the sessions, though. At the very least, he should get something from the wealthy and influential people who are grateful for his assistance in preventing more of them from wasting away and dying. Perhaps I could say that he managed to steal something nice from under the arcanaloth's nose when he left Acererak's hidden library. [B]PC #6:[/B] This PC has very little connection to Faerûn, since he comes from the Feywild and was trapped in stasis in the tomb for several centuries. The PC was inhabited by multiple trickster gods (I'jin to start with and then Unkh later on), and the player did a good job roleplaying both. When he was inhabited by I'jin, he would wander off and do random things. When he was inhabited by Unkh, he became paralyzed by indecision. He missed out on the last session, but that's no reason not to reward this PC in some fashion as well. I would now like to open the floor for comments, questions, and suggestions. As you can see, I have some good ideas for some of the PCs but others I'm not so sure about. I welcome your ideas! Cheers, Jonathan p.s. I wonder if maybe offers of membership in various factions might be in order as well. [/QUOTE]
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